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Got 'boneMatrices' uniform upload under test. (#8714)
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See #8685
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tschw authored and mrdoob committed Apr 22, 2016
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skinnedMesh = new THREE.SkinnedMesh(geometry, new THREE.MultiMaterial(materials));
skinnedMesh.scale.set( 1, 1, 1 );

// Note: We test the corresponding code path with this example -
// you shouldn't include the next line into your own code:
skinnedMesh.skeleton.useVertexTexture = false;

scene.add( skinnedMesh );

mixer = new THREE.AnimationMixer( skinnedMesh );
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3 comments on commit 7d37f68

@mrdoob
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@mrdoob mrdoob commented on 7d37f68 May 4, 2016

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@tschw Maybe we can remove the code path altogether? MAX_VERTEX_TEXTURE_UNITS 0 is at 1.8%.

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@tschw tschw commented on 7d37f68 May 4, 2016

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= 10% of all WebGL-enabled phones.

Plus we also need 32-bit float support which ~ 20% of these devices don't support. Both features must be present at the same time. Overlap is likely but by no means guaranteed - some will only have one or the other. So we're talking about something like dropping support for 1/4th of smartphones out there.

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@mrdoob mrdoob commented on 7d37f68 May 4, 2016

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Ah, true. It relies on floating point textures too... Never mind then! 😇

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